2022-01-13 05:24:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 u_resolution;
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uniform vec2 position;
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uniform float scale;
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uniform float bright;
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uniform int iteration;
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2023-07-23 20:21:35 +02:00
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///////////////////// PERLIN START /////////////////////
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2023-07-21 12:40:20 +02:00
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float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
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2022-01-13 05:24:03 +01:00
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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// Cubic Hermine Curve. Same as SmoothStep()
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vec2 u = f * f * (3.0 - 2.0 * f);
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// Mix 4 coorners percentages
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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2023-07-23 20:21:35 +02:00
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float perlin ( vec2 pos, int iteration ) {
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2023-02-28 09:43:01 +01:00
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float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
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2022-01-13 05:24:03 +01:00
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float n = 0.;
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for(int i = 0; i < iteration; i++) {
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n += noise(pos) * amp;
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amp *= .5;
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pos *= 2.;
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}
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2023-07-23 20:21:35 +02:00
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return n;
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}
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///////////////////// PERLIN END /////////////////////
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void main() {
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vec2 pos = position + v_vTexcoord * scale;
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float n = perlin(pos, iteration);
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2022-01-13 05:24:03 +01:00
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gl_FragColor = vec4(vec3(n), 1.0);
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}
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